#  ![](https://www.realm667.com/media/kunena/topic_icons/realm667_repo/user/rep_rejected.png) \[SUBMISSION\] PSX Nightmare Monster Collection

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- **anonymoose**
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   2 years 1 month ago - 2 years 1 month ago [\#12074](#12074) by anonymoose  Replied by *anonymoose* on topic *[\[SUBMISSION\] PSX Nightmare Monster Collection](https://www.realm667.com/forum/closed-submissions/2061-submission-psx-nightmare-monster-collection?start=10#12074 " This is a collection of faster, harder to see, and harder to kill 'nightmare' monsters inspred by PSX Doom and Doom 64. They behave similarly to their normal counterparts, but have some adjustments which make them more threatening.

The roster has been expanded to include:

* Nightmare Imp
* Nightmare Cacodemon

* Nightmare Spectre
* Nightmare Elemental

* Nightmare Souls
* Nightmare Archvile

* The Nightmare Imp is faster, and throws a much faster semi-translucent deep purple energy ball.
* The Nightmare Cacodemon pursues faster, and more often. It fires 2 energy balls in rapid succession.

* The Nightmare Spectre is the same as it's PSX counterpart created by Williams Entertainment.
* The Nightmare Elemental fires Nightmare Souls, creating a dangerous situation in dark rooms.

* The Nightmare Archvile is even more challenging to avoid with a lower painchance and higher health, as well as a nightmare version of the vile attack which obscures vision considerably.

This special collection also includes a base actor modifying script which allows nightmare monsters to spawn in packs rather than being replaced at random. Any eligible monsters of a different species that are near another nightmare monster will also be converted using the A_RadiusGive function. If a room filled with Cacodemons also contains a Pain Elemental, and one of the monsters in the room happens to become a nightmare variant (small chance), then all eligible monsters close enough will become their nightmare variants. The nightmare variant token does not, however spread from one actor to another, similar to the way a virus would. Thus there will be some slight imperfections, but this is an easy, hacky way of injecting some random fun into darker, PSX, or D64 style levels.

Name: PSX Nightmare Monster Collection
Difficulty: Easy-Hard
Connections: Nightmare Monsters
Summon: NightmareImp, NightmareCacodemon, NightmareSpectre, NightmareSoul, NightmareElemental, NightmareArchvile
Brightmaps: n/a
Actor modification: Included Spawn script may be deactivated
ACS: No
Credits: Anonymoose
Code: Anonymoose
Sounds: Doom IWAD
Sprites: Doom IWAD
Idea Base: PSX Doom / Doom 64 Nightmare monsters - Williams Entertainment

 ")*

> [ mattbratt11 wrote: ](https://www.realm667.com/forum/closed-submissions/2061-submission-psx-nightmare-monster-collection#12071)

>
>  As you mentioned PSX Doom Master Edition GEC, do you mean PSXDoom CE from ModDB?

PSXDoom CE is a great mod, but it does not contain any Nightmare Monsters aside from the Imp and Spectre (unlike Doom 64 CE). I was referring to this project [ \[GEC\] Master Edition PSX Doom](https://www.doomworld.com/forum/topic/101161-gec-master-edition-psx-doom-for-the-playstation-beta-4-released-11162022/), which includes Nightmare variants of every monster.> [ Gothic wrote: ](https://www.realm667.com/forum/closed-submissions/2061-submission-psx-nightmare-monster-collection#12066)

>
>  The Monster Pack spawners add to the monster count due to inheriting from monsters, and since you can't kill them they will never be reduced from the monster count. Honestly, I would just get rid of them, I don't find that effect very interesting or useful.
> The Nightmare Cacodemon balls looks exactly like the Nightmare Imp's. Also for some reason it has a 50% chance of going back to its See state when attacking. If you want to reduce its aggressiveness, use the [ MinMissileChance](https://zdoom.org/wiki/Actor_properties#Attacks) property.

Not sure why I forgot the -COUNTKILL flag, monster counts are now unaffected.
I personally find the group spawning effect quite satisfying. It gels with the map so much better when a monster closet opens and it's not just 1 or 2 Monsters inside that randomly turned into a Nightmare Monster. It's the closest feeling to 'intentional placement' that can be achieved without hand placing monster variants on a map. I'm sorry that you don't enjoy it.
Yes, the Nightmare Cacodemon balls look exactly like the Nightmare Imp's balls. The Baron and Hell Knight Balls look the same too. I tried to make another deep purple ball, but they looked similar enough, so I decided to use the same sprites. The Vanilla Imp Ball and Cacodemon Ball sprites are identical save for about three swapped colors. I did preserve the fact that they have a different Impact Puff sprites, so they are distinguishable.
I've also adjusted the Nightmare Cacodemon to just use Missilemore. That 50% jump chance was a leftover from a different Nightmare Cacodemon implementation someone used to make it more aggressive.

 Last edit: 2 years 1 month ago by anonymoose.

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   2 years 1 week ago [\#12120](#12120) by Gothic  Replied by *Gothic* on topic *[\[SUBMISSION\] PSX Nightmare Monster Collection](https://www.realm667.com/forum/closed-submissions/2061-submission-psx-nightmare-monster-collection?start=10#12120 " This is a collection of faster, harder to see, and harder to kill 'nightmare' monsters inspred by PSX Doom and Doom 64. They behave similarly to their normal counterparts, but have some adjustments which make them more threatening.

The roster has been expanded to include:

* Nightmare Imp
* Nightmare Cacodemon

* Nightmare Spectre
* Nightmare Elemental

* Nightmare Souls
* Nightmare Archvile

* The Nightmare Imp is faster, and throws a much faster semi-translucent deep purple energy ball.
* The Nightmare Cacodemon pursues faster, and more often. It fires 2 energy balls in rapid succession.

* The Nightmare Spectre is the same as it's PSX counterpart created by Williams Entertainment.
* The Nightmare Elemental fires Nightmare Souls, creating a dangerous situation in dark rooms.

* The Nightmare Archvile is even more challenging to avoid with a lower painchance and higher health, as well as a nightmare version of the vile attack which obscures vision considerably.

This special collection also includes a base actor modifying script which allows nightmare monsters to spawn in packs rather than being replaced at random. Any eligible monsters of a different species that are near another nightmare monster will also be converted using the A_RadiusGive function. If a room filled with Cacodemons also contains a Pain Elemental, and one of the monsters in the room happens to become a nightmare variant (small chance), then all eligible monsters close enough will become their nightmare variants. The nightmare variant token does not, however spread from one actor to another, similar to the way a virus would. Thus there will be some slight imperfections, but this is an easy, hacky way of injecting some random fun into darker, PSX, or D64 style levels.

Name: PSX Nightmare Monster Collection
Difficulty: Easy-Hard
Connections: Nightmare Monsters
Summon: NightmareImp, NightmareCacodemon, NightmareSpectre, NightmareSoul, NightmareElemental, NightmareArchvile
Brightmaps: n/a
Actor modification: Included Spawn script may be deactivated
ACS: No
Credits: Anonymoose
Code: Anonymoose
Sounds: Doom IWAD
Sprites: Doom IWAD
Idea Base: PSX Doom / Doom 64 Nightmare monsters - Williams Entertainment

 ")*

> [ anonymoose wrote: ](https://www.realm667.com/forum/closed-submissions/2061-submission-psx-nightmare-monster-collection?start=10#12074)

>
>  Yes, the Nightmare Cacodemon balls look exactly like the Nightmare Imp's balls. The Baron and Hell Knight Balls look the same too.

The Baron and Knight balls look the same because they ARE the same, that's not the case with the Imp and Caco fireballs.It's important to be able to distinguish them, like before they impact you.
I gave it a shot at making a good Nightmare Caco Ball if you want to use it:
 [ ![[img](https://i.imgur.com/Gamvm9r.png) ](https://i.imgur.com/Gamvm9r.png "[img")

If you don't, you should still try to give it a different sprite.

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   1 year 10 months ago [\#12487](#12487) by Gothic  Replied by *Gothic* on topic *[\[SUBMISSION\] PSX Nightmare Monster Collection](https://www.realm667.com/forum/closed-submissions/2061-submission-psx-nightmare-monster-collection?start=10#12487 " This is a collection of faster, harder to see, and harder to kill 'nightmare' monsters inspred by PSX Doom and Doom 64. They behave similarly to their normal counterparts, but have some adjustments which make them more threatening.

The roster has been expanded to include:

* Nightmare Imp
* Nightmare Cacodemon

* Nightmare Spectre
* Nightmare Elemental

* Nightmare Souls
* Nightmare Archvile

* The Nightmare Imp is faster, and throws a much faster semi-translucent deep purple energy ball.
* The Nightmare Cacodemon pursues faster, and more often. It fires 2 energy balls in rapid succession.

* The Nightmare Spectre is the same as it's PSX counterpart created by Williams Entertainment.
* The Nightmare Elemental fires Nightmare Souls, creating a dangerous situation in dark rooms.

* The Nightmare Archvile is even more challenging to avoid with a lower painchance and higher health, as well as a nightmare version of the vile attack which obscures vision considerably.

This special collection also includes a base actor modifying script which allows nightmare monsters to spawn in packs rather than being replaced at random. Any eligible monsters of a different species that are near another nightmare monster will also be converted using the A_RadiusGive function. If a room filled with Cacodemons also contains a Pain Elemental, and one of the monsters in the room happens to become a nightmare variant (small chance), then all eligible monsters close enough will become their nightmare variants. The nightmare variant token does not, however spread from one actor to another, similar to the way a virus would. Thus there will be some slight imperfections, but this is an easy, hacky way of injecting some random fun into darker, PSX, or D64 style levels.

Name: PSX Nightmare Monster Collection
Difficulty: Easy-Hard
Connections: Nightmare Monsters
Summon: NightmareImp, NightmareCacodemon, NightmareSpectre, NightmareSoul, NightmareElemental, NightmareArchvile
Brightmaps: n/a
Actor modification: Included Spawn script may be deactivated
ACS: No
Credits: Anonymoose
Code: Anonymoose
Sounds: Doom IWAD
Sprites: Doom IWAD
Idea Base: PSX Doom / Doom 64 Nightmare monsters - Williams Entertainment

 ")*

 Any update on this?

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   1 year 9 months ago [\#12664](#12664) by Gothic  Replied by *Gothic* on topic *[\[SUBMISSION\] PSX Nightmare Monster Collection](https://www.realm667.com/forum/closed-submissions/2061-submission-psx-nightmare-monster-collection?start=10#12664 " This is a collection of faster, harder to see, and harder to kill 'nightmare' monsters inspred by PSX Doom and Doom 64. They behave similarly to their normal counterparts, but have some adjustments which make them more threatening.

The roster has been expanded to include:

* Nightmare Imp
* Nightmare Cacodemon

* Nightmare Spectre
* Nightmare Elemental

* Nightmare Souls
* Nightmare Archvile

* The Nightmare Imp is faster, and throws a much faster semi-translucent deep purple energy ball.
* The Nightmare Cacodemon pursues faster, and more often. It fires 2 energy balls in rapid succession.

* The Nightmare Spectre is the same as it's PSX counterpart created by Williams Entertainment.
* The Nightmare Elemental fires Nightmare Souls, creating a dangerous situation in dark rooms.

* The Nightmare Archvile is even more challenging to avoid with a lower painchance and higher health, as well as a nightmare version of the vile attack which obscures vision considerably.

This special collection also includes a base actor modifying script which allows nightmare monsters to spawn in packs rather than being replaced at random. Any eligible monsters of a different species that are near another nightmare monster will also be converted using the A_RadiusGive function. If a room filled with Cacodemons also contains a Pain Elemental, and one of the monsters in the room happens to become a nightmare variant (small chance), then all eligible monsters close enough will become their nightmare variants. The nightmare variant token does not, however spread from one actor to another, similar to the way a virus would. Thus there will be some slight imperfections, but this is an easy, hacky way of injecting some random fun into darker, PSX, or D64 style levels.

Name: PSX Nightmare Monster Collection
Difficulty: Easy-Hard
Connections: Nightmare Monsters
Summon: NightmareImp, NightmareCacodemon, NightmareSpectre, NightmareSoul, NightmareElemental, NightmareArchvile
Brightmaps: n/a
Actor modification: Included Spawn script may be deactivated
ACS: No
Credits: Anonymoose
Code: Anonymoose
Sounds: Doom IWAD
Sprites: Doom IWAD
Idea Base: PSX Doom / Doom 64 Nightmare monsters - Williams Entertainment

 ")*

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